While it's easy for a hoary old lord in a draughty hall or a grizzled innkeeper in the taproom to give out a quest, sometimes an employer might want to keep their identity secret. Here are some mysterious questgivers you can use in your game!
1. Masked Monk: This person wearing the furry robe of a local monastery and a porcelain ritual mask carries a shepherd's crook and several colourful paper lanterns. They intone their request in a sepulchral voice, asking for assistance. 2. Reluctant Thief: The employer meets the players far, far into the darkest corner of the tavern, with doused candles and a drawn curtain. A dark hood conceals their identity as they tell of something they stumbled across during commission of a crime. 3. Helmed Noble: This luxuriously-dressed noble wears a helm with a closed visor, and their guards wear no livery on their coats. They tell of dark secrets of a discreet war between families, and offer payment by way of a small velvet bag, filled with polished rubies. 4. Monstrous Entrepreneur: Meeting under a bridge in the middle of the night, this tall and muscular employer seems oddly hunched under their concealing robe. As they move, there seems to be the swish of a tail behind them. 5. Absent Overseer: A series of notes, left with neatly-packaged envelopes of coin and hand-written instructions, point the way to a mission. 6. Surprising Nemesis: Set up under the guise of an unassuming bystander, the players are met by a powerful enemy- one who explains that a common foe threatens something they both hold dear, and offering a grudging concession to carry out their request. Viktor Maksimilion Vonhof Baumstein Freitag III, ruler of the Aevratha Empire, is a powerful man- some say the most powerful man in the world. He is a strong and tested battle-leader, a strategic and tactical director who has masterminded logistical concerns across an entire empire, and an artist at manipulating public opinion and intrapersonal interaction. Drawing his personal attention brings with it intense scrutiny, and incredible opportunity to win or ruin a reputation forever.
Aged in his early fifties, he is a man still in the prime of his life. His hair and beard have begun to grey in the most dignified way, and he surrounds himself with incredible finery, usually dressing in deep crimson and gold velvets to match the heraldry of his empire. He has an extensive entourage at all times - a dozen veteran knights bearing baroque gilt-inlaid armour, a cadre of law scribes, seneschals and errand-servants, a trio of mages, and others willing to act on a moment's notice to serve his every will. His word can make a man's fortune or cost his head. He is, in short, every thing an Emperor wishes to be and more. He has but one flaw- he was blinded in battle against a massive horde of werewolves which threatened his northern border. Although he emerged triumphant and the lycanthropes were hunted to seeming extinction, he was grievously wounded, and lost sight in both eyes. Now, some decisions he makes and laws he passes seem incomplete or rushed somehow. He occasionally snarls when ordinarily he would show mercy and kindness. Those close to him say he is a changed man- and there are but the briefest whispers of treason against him, efforts to take his throne and divide his tremendous empire. Hooks:
"The maester and his students were due back three days ago, and we have to leave! Do what you can to find them and bring them back!"
An adventure seed for characters of approximately 4th-6th level. Arriving at the base camp, on the foothills of the smoking Mount Winderval, you have had time to reflect on the journey that brought you here. You have travelled in search of Maester Weir, an elven sage, and his students who came to study the mighty volcano in the weeks before its eventual eruption. Already, smoke thickens the sky above, and streams of radiant magma drip from the high peaks. The villages and towns within a week's travel have evacuated to safer lands for the next few weeks or months, and you have been tasked with finding the maester before the volcano's eruption. Base Camp The base camp itself is deserted, the canvas tents cracking and flapping in the hot, thick winds. The expedition's wagon is clearly missing, and with some survival skills, you can tell that the wagon headed up the mountain along one of the trails. The ash fall makes it hard to track, although you can tell that it travelled some time ago. In the abandoned tents, several journals can be found, wrapped in wax-paper and weighed down with stones. They tell of Maester Weir's intense study of the volcano, and his discovery of the Nurn Khaldur ruins, a little further up the mountain, as well as the location of the Coalrain Mine, designated as the team's rendezvous point if anything went wrong. The foothills themselves can also be explored. Foothills The regions around the volcano show signs of ancient lava-flow, long since hardened over centuries. It looks like there may once have been villages closer to the mountain, as well as roads crossing the plains, but only traces of them remain. A hungry Manticore, most of its prey fled to escape the imminent eruption, will prey on adventurers spending too long in the open. Coalrain Mine This ancient diamond mine played out its seam decades ago, and has been abandoned for some time. The doorway has been disturbed, and scrape marks can be seen in the ash. A small cache of crates can be found just inside the door, as well as ashy footprints leading further into the mine. There, more bedrolls can supplies can be found, as well as one of the Maester's students- a young scholarly expert named Beringin. He is terrified, but relieved if things can be explained to him. He says he's heard whispers and seen spirits emanating from a lava flow deeper within the caves. He says he fled after the Maester wanted to lead the other students further up the volcano from the temple ruins, and has been waiting for them here desperately. If persuaded, he will leave, and meet any other survivors further away. Deep in the mine, six Magmins can be found, gleefully incinerating all the rock they can find and reshaping it to their desire. If vanquished, the magma they have created sloughs off a few raw chunks of diamond, able to be broken free and turned into nearly 1,000 gp worth of cut diamonds, with some skilled work. Nurn Khaldur ruins This ruined temple of glossy black rock juts from the side of the mountain about halfway up its slope. Its walls are heavily worn, and many of the stones have tumbled down. The ash here is thick on the ground, easily an inch or two and powdery like soft snow. The air is thick and smoky, but able to be breathed. The ground shakes violently every hour or so, causing most people to be knocked prone. The expedition's wagon can be found outside, the harness straps slashed and the mules long since fled. Within the temple, recent traces show that the Maester and his students were taking rubbings of some of the wall reliefs, and a few more journals have been wrapped and left outside the central hall. These journals are written by Orpah, one of Maester Weir's students, and detail the Maester's fireside chat one night where he disclosed his own history- he was born in one of the villages directly below the volcano centuries ago, and only barely survived the lava flow that killed everyone else in the village. They speak of his driving desire to climb the volcano's peak and meet the 'imprisoned empyrean spirit' that has caused its violent rumbles and lava flows, as well as his promise they if they can reach the right point, they will be safe from the volcano's eruption. Within the main hall, there are about thirty terracotta statues, many fallen and shattered by the temple's rumbles. The wall reliefs here depict a vast humanoid figure beneath the mountain, and a building that looks much like this temple, but atop the very edge of the volcano. They show a person being pushed from the edge into the caldera, and the figure below resting again. Accidentally pressing on any part of the figure animates the terracotta warriors as a dozen suits of Animated Armour, which will attack intruders. In ancient times, these would have been deactivated by ritual words, but only careful study of the reliefs and knowledge of arcana might reveal this word now. Magma Fields Attempting to climb further up the mountain means crossing the magma fields, where the smoke is thick and choking, as well as the ground being lit by massive rivers of glowing lava. A trio of Magma Mephits, a pair of Smoke Mephits, and a Salamander which have crossed the planes makes their home here, splashing happily in the dense liquid. They attack those who cross their territory and attempt to head upslope. Upper Slopes Reaching this area will be a trek through intensely hostile territory- not only up a mountain slope in belching volcanic smoke, but also intense and exhausting heat. Characters travelling this high should be forced to make at least two Constitution saving throws, with each failure conferring a level of exhaustion. Resistance to fire damage, and useful survival skills, grants advantage on one of each of the saving throws. The ground continues to shake, the tremors growing stronger and more frequent. It is clear that the volcano is in imminent danger of full-blown eruption, and that continuing will be intensely dangerous. Kagh Baduhr ritual site At the volcano's very peak, the heat is like standing next to a blast furnace, and the air is thick with ash. An ancient temple can be found overlooking the roiling caldera, built of the same angular black stones as the previous ruin. More of the terracotta warriors are arrayed guarding the doors as if against intruders, four per door, and violently resist any efforts to enter. The temple itself is strangely whole and free of ash and damage. Within the ritual site, a wide gallery open to the elements can be found. Maester Weir, his skin covered in ash and his face streaked with clay adornments, is deep in the throes of some ritual. His students are huddled, starving and terrified, and tell that he will not let them leave. Although he promised to make them safe, he has clearly gone mad, and says he needs to sacrifice all of them to free the spirit beneath the mountain and make the entire region safe. At this point, Maester Weir, who has become an Embermage, turns on the party and decides to add them to his sacrifice, too. He and the three Magma Mephits he has called launch an all-out attack, hoping to slay them and cast their bodies into the caldera as offerings for Prometheon, a primordial spirit vanquished and sealed away during the Titan Wars. Only then can this region be free of the empyrean's struggles against his binding. If Maester Weir is vanquished, the clock begins ticking, and the PCs and the surviving students will have to flee the volcano as its fury begins to vent. Escape Fleeing the volcano's slopes will be no less dangerous than its ascent, and periodic checks against the oppressive heat, magma flows, and tumbling boulders launched by the eruption. Escaping the mountain's immediate vicinity halts the immediacy of the danger, however. The volcano continues its eruption over the course of the next month, bringing smoke and ash across half the continent and smothering the nearby valleys in molten rock again. However, if you prefer, the Empyrean Prometheon might actually loose his bindings and slip free for some time to threaten cities nearby, or hide away to become a danger again later. That's all up to you! Games with high stakes can be a thrilling affair standing as a metaphor for the interplay between factions or individuals, as seen in Casino Royale's poker match between Bond and Le Chiffre, the ultimate Mahjong game between Rachel and Eleanor in Crazy Rich Asians, and the apocryphal tale of playing dice against Death himself for your life. Sadly, in a D&D game, this usually comes down to one player being told "roll your gaming set proficiency plus ... uh, Charisma, no, probably Intelligence?"
Here are some ways you can make a game (within your game) exciting, memorable, and something around which you can base a story or adventure. - Dangerous Game. A warlord or monster accepts a challenge by combat- and the weapons are game pieces. With the fate of the city of kingdom resting on two NPCs over a single game (or the best of three, for dramatic purposes), can the players defend their own champion from interference, and perhaps subtly influence the game? - Send a Message. At an extremely diplomatic event, where the PCs have strict orders not to cause any tension, one of the ways of sending a message to a spymaster, wicked lord, evil cardinal, or other villain, is to make a point with a game- whether that be Three-Dragon Ante, Gambit of Ord, Wicked Grace, Regicide, or something else that allows you to cleverly demonstrate your luck, strategic thinking, and ability. For bonus points, the villain's minions might be represented by specific game pieces (and even carry customized pieces with them, allowing the PCs to prove their point handily by 'capturing' a piece in-game and then revealing their loot). - Magical/Clockwork Puzzle. Like the chess puzzle in the first HP book, a dungeon might hold some kind of puzzle to prevent intruders without particular skills from entering a room. This might be a life-size Dragonchess board, or require you to slot wooden or stone cards into a door to make the winning hand. This might give one of your players who has spent a valuable tool proficiency slot on a gaming set feel useful and able to contribute. - Themed Quest. In a more subtle way, you might theme an adventure after a particular game- perhaps a mad mage recreated their passion in life size, or perhaps this dungeon inspired the game? Facing rows of slow-moving golemlike defenders, bolstered by agile knights and limitedly-mobile defender units might give it away quickly, or perhaps your players won't pick up the hints. You could theme it on Snakes and Ladders instead, Mousetrap, or an in-world game. - Shared Culture. Backgammon is played across the world, but especially around the area it came from - the remains of the Persian Empire. All around the Indo-Persian region, Backgammon can be played a cultural touchstone and pastime. In a similar way, particular games might be popular along the Sword Coast, the Moonsea region, and recognizing an NPC playing a familiar game at a coffee-house or game table may give a PC a way to make a new contact, check in with their homeland, and/or find a new quest. Part of building any world is filling it with vegetation and herbs that are used for medicinal (and poisoning) purposes - Kingsfoil, Tears of Lys, Angolan Sauntering Tree, Gurdyroot, and Firemoss, among others. These can help to distance the reader or player just enough that they stop trying to formulate paracetamol or gunpowder, as well as helping the world to feel lived-in. Some might be inherently magical, or just medically useful.
Here are a few herbs that you might find in the shop of a well-stocked apothecaries, or even in the rare jars of specialist herbalists. 1 - Yakkio Leaf: A thick, lush green leaf with a luminescent purple vein running down the middle of it, this plant grows deep in tropical jungles. If folded into a cup or bowl, one quart of water becomes fortified over the course of about an hour, and pouring it onto another plant produces an effect similar to Druidcraft, making it instantly develop a month's growth. This causes the Yakkio leaf to crumble to dust after use. 2 - Snowhusk: This pale pink flower grows only in extremely-cold climates, and has silky leaves similar to corn husks. Although the flower is sweet-tasting and its stamens are used in the preparation of a specific botrytis wine, its seed pods are small, tasteless black beads. When ground into a powder, they can become an almost instantly-lethal inhaled poison. 3 - Stinky Wormgrass: A spindly grass that grows at the base of larger deciduous trees and produces a terrible putrefying smell. When picked, its roots squirm briefly. If brewed into a tea, stinky wormgrass is often known as 'dosira' and is tasty, though still fragrant. It allows those who drink it to pass without sweating for a few hours, preventing them from being tracked by scent. 4 - Wytchsalt: This red, crumbly crystal grows deep underground in areas of magical radiation. It splinters to the touch, easily penetrating humanoid skin and giving them disadvantage on saving throws against spells and magical effects for the next 7 days. When carefully harvested and kept in absolute darkness, it can be administered in food to affect those who eat the food, although cooking weakens its hold, meaning it only takes hold for 24 hours. Those affected by Wytchsalt begin to bleed softly from their fingernail-beds. 5 - Dreamtea Nuts: Growing in arid or dry conditions, Dreamtea nuts are often taken for their hallucinogenic effects. Their hard exteriors can be cracked open to reveal a bluish brainlike interior that squishes on the tongue. Those who partake of the tea or eat the nut report that it tastes like the memory of the number seven, for unexplained reasons, and then descend into vivid fever-dreams for 2d6 hours, during which time they are incapacitated. They receive the effects of a Divination spell as they navigate this dream, although people who partake of tea from the same nut share the dream together, receiving only one spell benefit. 6 - Yeklogan Shoots: These soft grass roots are woody and damp, like bamboo shoots, and grow in mangrove areas. If planted in dry soil, they cause nearby plants to grow into a Spike Growth effect over the course of one minute, lasting over an hour. Only by keeping the roots wet can this be prevented. 7 - Fire Petals: The vivid orange petals of this delicate vine grow in damp jungle climes, and shimmer with heat. If plucked, they increase in heat quickly and dramatically. A single petal, if broken, can ignite a fire much like flint and tinder, while a handful of petals produce an effect similar to Burning hands (save DC 12). 8 - Kojiary: Growing generally on extremely high mountaintops (24,000 or more feet high), this tiny blue flower is almost unnoticeable, and seems to wilt quickly when exposed to oxygen-rich environments. However, legend says it was blessed by the Sun God, and its juice grants the effects of a Greater restoration. 9 - Hateblister: A fungal growth that manifests as sheets of pale mushroom flesh, often a foot or more square, and pinkish. It blisters instantly if touched, and the yellowish fluid within is a contact poison that causes the target to become Stunned for 8 hours (Constitution saving throw DC 14). At the end of the time period, the target is allowed another saving throw, remaining stunned for an additional 8 hours if they fail. Those who fall prey to Hateblister sometimes die next to the growth, allowing it to spread to a wider area. 10 - Cavern Vaggath: Unlike 'normal' vaggath, a harmless roadside weed, cavern vaggath is bioluminescent, with a pale blue radiance. Its taste is indescribably vile and it squeaks in the teeth, but allows someone who consumes a fresh handful to gain darkvision with a 60-foot range for about 1 hour. 11 - Blood Saffron: Growing in remote mountain valleys, blood saffron is a violently crimson-coloured flower. Crushing its petals and stamen into a powder allows those who inhale it to enter a barbarian's rage for up to one minute, seeing visions from Guthurzk, the fiendish god of murder. It is carefully harvested by the Orc tribes of the far north for religious purposes, and sometimes used in extreme situations to create legions of berserkers to attack their foes. 12 - Jade Moss: A pale green moss with slight translucence which grows in very sunny areas, this moss must be harvested carefully by someone wearing thick gloves, due to its slight acidity. It is tasteless, odorless, and has the consistency of jiggly pudding. If an ounce of jade moss is touched to metal surfaces, it causes the metal to heat quickly, as the Heat metal spell (saving throw DC 13). This causes the jade moss to evaporate and crumble. Requested by Yosuke Jones. Most nations have their own legends regarding the guardians that will protect them. In some cases, these are fey creatures or ancestor spirits which look after families individually. In some cases, their legendary heroes will return from death to safeguard their legacy. And in some cases, a nation chooses to forge its own legacy, and to create their own defender. This is such a case.
A guardian paragon takes several lifetimes, and millions of hours of labor, to build, and enormous amounts of ritual magic, lasting weeks. The result rarely disappoints in battle. Functioning as both a morale booster and a might physical guardian, this construct is a literal mountain, carved into shape and imbued with the righteous might of a nation. Awakening one from its slumber is no easy task (an epic tale worth playing through), and its wrath is terrible to behold, scattering armies in its inexorable wake. A battle involving only one of these creatures literally reshapes the landscape forever. A battle involving several (especially against one another) is no less than apocalyptic. However, the construct has no mercy or care for those beneath its feet, and is as likely to trample allied troops as foes. It moves reluctantly, and sinks into quiescence only when those controlling it have ceased giving commands. The only hope against one is to reach their hollow skull and defeat the mages holding tenuous control of the construct. GUARDIAN PARAGON Colossal construct, unaligned Armour Class 25 (natural armour) Hit Points 820 (40d20 + 400) Speed 20ft. Str 30 (+10); Dex 5 (-3); Con 30 (+10); Int 3 (-4); Wis 3 (-4); Cha 25 (+7) Proficiency bonus +7 Saving Throws Str +17, Dex +4, Con +17, Int +3, Wis +3 Damage Immunities Necrotic, poison, psychic; Bludgeoning, piercing, and slashing damage form any creature smaller than Gargantuan Condition Immunities Charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone, unconscious Senses Darkvision 4 miles, passive Perception 6 Challenge 21 (33,000 XP) Immutable Form. The guardian paragon is immune to any spell or effect that would alter its form. Legendary Resistance (3/day). If the guardian paragon fails a saving throw, it can choose to succeed instead. Titanic size. The guardian paragon is immune to attacks and the effects of attacks from any creature smaller than Gargantuan size. It has damage resistance against any attacks or effects from Gargantuan sized creatures. A guardian paragon's attacks are magical, and deal double damage to any building, object, or creature smaller than Gargantuan size. ACTIONS Multiattack. The guardian paragon makes two stomp attacks or two slam attacks. Slam. Melee weapon attack: +17 to hit, reach 500 ft., one target. Hit: 115 (10d20 + 10) bludgeoning damage. Stomp. Melee weapon attack: +17 to hit, reach 100ft., up to 100 targets. Hit: 37 (5d10 + 10) bludgeoning damage. REGIONAL EFFECTS Immense Size. When a guardian paragon moves, any creature smaller than Gargantuan which is touching the ground within 100 feet must succeed on a DC 22 Strength saving throw. On a failed saving throw, they become prone. Inspirational Visage. Those creatures loyal to the same allegiance as the guardian paragon feel their hearts magically stirred to action and bravery. While the guardian paragon can be seen, affected creatures are immune to being charmed or frightened, and have advantage on attack rolls. Terrifying Visage. Any creature hostile to the guardian paragon that can see it at the start of their turn must succeed on a DC 22 Wisdom saving throw. On a failed saving throw, the creature becomes frightened, and must use their action to hide or move away from the guardian paragon. An affected creature can make a saving throw if they can no longer see the guardian paragon (the horizon is usually about 3 miles away, for reference, and a guardian paragon can often be seen up to 10 miles away). Adapted from the earlier version of the Guardian Paragon, published on 11 July 2018. Merry Xmas, one and all, dear readers! It's been a long year, and you all deserve some presents... so for those of you running games during the holiday season, here are some ideas you can steal (actually, let's consider them freely given) for a quick game, whether that's teaching your family what "that dungeon game is all about", opening up a box set with the cousins or friends, playing a game while cosy and warm with your partner... however you enjoy your holidays, make sure you enjoy them with your loved ones!
(All of these are at least partially based on traditions from various cultures, so if you do use them, be as respectful as you'd want them to be of your traditions!) Festival of Lights It is a tradition that once a year, everyone in the city wears their finest clothes, lights every lantern in the house, sets off fireworks, and celebrates life and joy to celebrate the victory of light over darkness. However, a vile Gloomdark threatens madness and violence. Find the clues that reveal the monster, and drive it away forever! Enlightenment Day A powerful Monk has been meditating under a Bodhi tree for years and has finally called his dearest disciples together to speak to them his final secrets before his ascendance. However, a demon of illusion tries to tempt and destroy him through three watches of sleep as he guards his students. With the PCs' aid, each of the students can meditate on the lessons learned before their master is gone. Kill the Krampus! For one week of the year, a terrible devil named the Krampus is loosed on the earth to punish wicked children. The child of a dear friend has been naughty and repents of their wickedness- but their coal has already been delivered, marking them as the devil's newest victim. Defend an old manor house, Home Alone-style, against the devil to protect a child who has learned their lesson! The Weirdest Winter Druids of a local circle are concerned that the local Frost Giants are trying to bring about eternal winter by sabotaging their Winter Solstice ritual, designed to bring back the sun. Can the PCs defend the druids' grove all through the night until the first light of dawn? Satyrnalia A band of Satyrs are holding a town hostage with their enchantments- forcing them to eat, drink, and make merry for days on end! One by one, they must be persuaded, or defeated, to end their spell and bring blessed peace to the town! Yule Be Sorry A great gathering is held at the Lord's longhall to celebrate the longest night of winter, and a great log has been cut from a sacred tree at the priests' direction. But the Cold Walkers and their Shadow Hounds roam the earth this night. As the Lord's champions, the PCs are sent to shepherd in the old and lost, and to prtect them from harm this night. Second Dedication Following a long and costly war, the high temple is to be re-consecrated. However, only a single cask of ritual oil remains to light the sacred flame. Through divine intervention, the oil lasts long enough for the eight days of ritual, but the temple must be protected through the night from those who would see it fall again. Help the Gifts Get Through! A shipment of gifts (or medicines, or healing potions, or... whatever you want it to be, really) needs to get delivered to the next town over, through heavy snow, wolves, and goblin attacks. The PCs are conscripted, or hired, to make sure that all the children can sleep soundly tonight! Casting the Fireballs On the first day of the year in one kingdom, it is customary to remember the time enemies were turned back by the fireballs of the nation's Warmages. The townsfolk construct 'fireballs' made of pitch and sticks on the end of a string or rope, and swing them while dancing a jig through town, before hurling them from the clifftops down into the dark sea. But when the Sahuagin can be seen climbing the cliffs by the fireballs' light, everyone must fend off a full-fledged invasion! Festival of First Fruits Those who formed their own nation celebrate a 'Festival of First Fruits' celebrating their own self-determination and independence from their enemies, and showing gratitude to their revered ancestors. But when the ritual mat and candelabra are stolen by a thief from outside the nation, the PCs must help save the holiday by returning them in time! Also posted on Game Masters Stash on 25 December 2021. Coming up with original and culturally-themed names for locations can be a bit tricky sometimes. Whether you jump on your favourite name generator site and whip something up, jumble together some random syllables, or just pick a noun and slap "-ville" on the end, if you want things to sound consistent, you can build up some good naming conventions for what you're doing. If you look at the real world, these naming conventions have been built up by the cultures that have inhabited the area, and if you lean on these, it means you can use shared cultural assumptions to name a place something that sounds 'right', whether or not it is.
Looking at the areas of the United Kingdom that were once ruled by the Roman Empire, the names of many places go all the way back to Roman naming conventions. Here are a few, with examples, and their meanings, and ways you could incorporate them into your game: -bury or -borough (Avebury, Glastonbury, Edinborough): This meant a fortified enclosure, in Old English. Places with names like this might have wooden or stone palisades, or if the name is old, there might be an 'inner city' that was once the fortified area. -caster, -cester or -chester (Lancaster, Worcester, Rochester): Denotes a castle, from Latin. This might have been a single keep, or a larger castle. -ford (Bradford, Stafford): The place has a ford that crosses a river. These areas might be built around or on a large bridge. -ham (Buckingham, Tottenham): This comes from Old English, and means 'farm' or 'homestead. A town with this sort of name might have an extensive farming region. -hay (Cheslyn Hay): Actually refers to a hedge growing around an area, so it might be a large farm or estate, or might be some kind of Druidic enclave. -ington (Walmington): Refers to the people of a village. Likely to have been settled and grown from a small group of settlers and named for them. -mouth (Plymouth, Portmouth): Denotes a town at the mouth of a river, on the coast. -shire (Yorkshire): Denoting a larger region ruled by a Count. Likely to be a few towns or the region around a larger city. -stead (Hampstead): Means 'place' or 'enclosed pasture'. Something like this is likely to be a rural region. -ton (Brighton, Everton): Meaning 'estate'. Possible the domain of a noble family. -ville (Farmville, Shelbyville): From Norman settlers, meaning 'village' but earlier used to mean 'farm'. Again, likely to be rural. -wich (Droitwich, Norwich): Came from settlements with extensive trade and production of goods. Also posted on Game Masters Stash on 2 December 2021. Mortality is a powerful motivating force in real life and in fantasy gaming. D&D has methods for dealing with character death, but sometimes these seem mechanical, robbing the narrative of consequences for failure as quickly as just forking over a 5,000 gold piece diamond and 10 minutes. However, there are ways you can make this more interesting or engaging without making it just a quick fix solution.
Here are a few ideas you can use for allowing characters to return from death. Most involve varying or removing Raise dead, Resurrection, and True resurrection as spells, replacing them with actions or rituals as below. Quest to the Underworld Hearkening to Greek mythology, this option involves a metaphysical or physical journey, entering the realm of the dead to liberate their fallen companion. This journey usually needs some kind of bargain or offering and takes some great time, as well as overcoming dangerous enemies, to avoid this just being something routine. Like Orpheus' journey to recover Eurydice, this might even involve impossible tasks that test the willpower and resolve of those who choose to make the journey. Such a quest can be used to build the mythology of the world and the deities that inhabit it. Deal with Death In this option, the force of Death is personified, either as a deity or some other powerful creature. Those who die in heroic ways might be allowed to make an offering or trade, or as in the popular trope of playing dice against death for your life. If this is the case, it can allow the players something to do during their turns while dead or dying, as well as giving some use for the underutilised gaming tool proficiencies. Loss against death might render a character permanently dead or lead to some ongoing effects like level loss or penalties to Constitution. Returned, with consequences Some kind of ritual magic might be able to restore life to the deceased, but they come back changed somehow. Like with Buffy's resurrection following her death, they might have spent time in Heaven (or their version of it, at least), and returning to the mortal realms might leave them overwhelmed and bewildered for some time, or maybe until they would gain their next level. Such a development means there are still consequences for dying, and a heroic death still feels earned and appropriate. Exactly who returns them from death might be up for grabs- an enemy, an ally, or someone uninvolved, perhaps. Returned, to walk a different path The character is offered the chance to return to their allies, but at the cost of their soul or service. Becoming a cleric is always a classic here, but the paths of druidry, a paladin's oath, a warlock's pact, or some similar service works neatly. It might even be a mundane service- returning to an abusive family, agreeing to perform a service for the Thieves' guild, joining the college that has been trying to leverage someone's attendance. The essence of this path allows you as the GM to further a narrative- perhaps one for which you have laid groundwork earlier, or revealing a new threat. Returned, but changed The character is changed into something different- an undead or some kind of different creature like a lycanthrope. They might be able to be transformed back or helped to regain control somehow (another quest for your players to follow!), or perhaps this means having to lose some levels, in exchange for the additional powers of whatever creature they have become. Ritual return Matt Mercer's rules for resurrection (which can be found at Geek and Sundry) lock resurrection behind a mechanical roll that requires actual contribution, rather than just a spell slot. This option makes the resurrection track more with the rest of the game, which requires rolls for success. This still allows for magical restoration of the deceased, but can require research into the life and interests of the deceased to make it function. Also posted on Game Masters Stash on 27 November 2021. Adventuring through the ruins of ancient societies makes up a good part of what D&D is all about, but if you don't want to do a full-on dungeon, here are some quick ruins with details on what could be found within.
1 - Colonnade - A thicket of stone columns, each decorated with reliefs depicting religious or cultural scenes. Some clues or lore about the society can be found, and perhaps the stone tablet equivalent of some spell scrolls, if someone can take the care and time to chisel them off. 2 - Reflecting Pool - A shallow pool, choked with algae and slime, perhaps with a statue or fountain at the centre. An amphibious creature like a Chuul might make its lair here, submerged beneath the surface, and a scattering of ancient coins might be found at the bottom. 3 - Temple - A wrecked temple, its consecration long faded. The deity's statue has been decapitated and defiled long ago. Spending a little time tidying and making a small offering here might gain a short-term charm (DMG, p228). 4 - Barracks - This area was used for training and equipping a number of warriors. The polished stone floors are worn but bear the marks of the old, broken weapons scattered around. The aged skeletons here might rise up to do battle against intruders, defending their territory forever. 5 - Armoury - Racks of weapons and armour hold a variety of rusted or crumbling weapons. However, an old magical weapon might still be found here amid the heaps of garbage. Some of the suits of armour may be animated to guard against those who would steal equipment. 6 - Arcane Lab - This area bears the damage of destroyed arcane equipment- broken crystals, shattered glass, torn and burned tomes. Perhaps a demon broke free of its binding - or perhaps it still inhabits the area, unable to stray far. Also posted on Game Masters Stash on 21 September 2021. The tale of the dryad named Junipher is a tragic one. In ages past, she lived in the deep woods, undisturbed by mortals and frolicking in the sunlight and the shadowed groves alike with badgers and wolves. She swam in the ponds and creeks, and made friends with the freshwater fish that inhabited them. She made her home in a coil of brambles that caressed her skin, and she lived a happy existence.
But some time ago, evil came to the forest. A nest of vampires were chased from their homes and fled from those who would see them destroyed. These vampires made their way into the deep forest, where the terrain might favour them and where their fell will could forge them an army of beasts. Many lives were lost in overcoming these monsters, and the few who survived stumbled, ragged, into Junipher's grove, begging for succour. The dryad was curious, as she had never met beings like this. However, they showed kindness to one another, and respected her wishes, and even offered some of their meagre rations to her and her animal friends. One of them even showed that he wielded natural magic as a druid, although his powers were limited. She decided that whatever force had harmed them was worthy of protecting her own grove from, and agreed to shelter them, to guide them through the forest at dawn, and to help to find and destroy their enemies. The battles that followed lasted through a season of bitter winter in the forest. The snows were stained with blood, packs of wolves hunted at the command of the vampire masters, and Junipher and her allies made fast hit-and-run attacks, pruning off the lesser spawn of the vampires' nest. It was not until spring came, and the passes reopened, that the vampires attempted a final push to escape. At the mouth of the Kerropon Pass, the furthest Junipher had ever gone from her forest, they finally brought the vampires to bay, their backs against a cliff face as the sun began to rise. Radomir, last of all the vampires gathered, seized Junipher in the battle, and bit her savagely. Knowing that her time was ending, and that these evil beings would only spread further if allowed, Junipher called upon all the magic she knew, and transformed into a thick tangle of woody thorns, piercing Radomir through and rending him asunder. Heartbroken, the survivors gave thanks to Junipher and returned to civilization, except for one - the druid. This druid, having given his love to the brave dryad, swore vengeance upon all vampires, and called forth a weapon designed to slay them, grown from Junipher's arboreal body. This weapon, Heartsthorn, somehow made its way to civilization. However, a darker magic than he envisioned has played a part, and now, gorged on the blood it has drained, Heartsthorn waits to be fed enough to restore its mistress to unholy life, as a full-fledged vampire! While she may initially spare those who played a part in her restoration, her hunger will soon take over. Junipher's love for comfort may take her back to the forest that spawned her, but prey will be scarce there. And attempting to reverse this almighty curse, or overcome the vampire herself, will be yet another tale to tell. Also posted on Game Masters Stash on 11 September 2021. Although it's referenced as one of the "three pillars" of D&D adventuring, there's really not much to mechanically encourage exploring. Experience is awarded for reaching milestones or beating enemies. And while you can give out XP for "finding" new locations or different regions of a dungeon like you're playing Fallout, this pretty much just ends up as a low-grade milestones for the dungeon. However, having just recently played the newer Dark Alliance game, it makes a point of having some big sweeping vistas where you can see other areas of the level stretching out nearby and get a hint of what you're likely to come up against, so here's a mechanic based on that.
Exploration Dice When you've progressed to an area where you can see what kinds of threats you might face, or take at least 1 hour during a short or long rest to study the region and what threats you might face there, you can gain 1 exploration die for the region, which is a d6. If you have proficiency in Survival or if this region is your favoured terrain, you instead gain 2 dice. This die can only be used in the specific area related to where it is gained (the Glengrave Foothills, the Caverns of the Magister - upper level, the Weeping Hollow, the Verdant Pit, and so on), and is lost if you take a long rest outside of the area or gain an exploration die for another region. You can spend 1 die as a reaction when a natural terrain effect forces you to make a saving throw, or when you make a check relating to knowing about the region or a Survival check. When you use an exploration die, roll the die, and add the number rolled to your ability check or saving throw. Once you have used an exploration die, you cannot gain any more exploration dice until at least a week has passed, unless you have an exploration die to 'trade in'. Important: To make this feel useful, it's important to not always give it away straight away. While resting at an overlook opposite a series of cliffside lairs might be useful in letting you be aware of the risks of falling, you might have to venture several rooms into an abandoned dwarven citadel with unstable stonework and slick, slimy floors before you've explored enough to be able to gain a familiarity die. The 'cooldown' period will also prevent your players just camping on every location to be able to bypass all the traps. So give it a try- get out there and explore! Also posted on Game Masters Stash on 10 September 2021. While most adventures are based in standard European temperate forest settings, changing location can make for a real change of pace and theme. To steal a march on my current D&D campaign, which is set in an archipelago of tropical islands, here are some set pieces which you can use to set up explorations, swashbuckling nautical fun, and adventure galore!
1 - Clamoroso Island: This island, marked by several rough stony peaks that guard the inner valley, is ringed by terrible storms. The thunder echoes from the peaks, and rumours of earlier explorers say that some fabulous lost city lurks in the shadowy vale between the peaks. 2 - Atolón de Orilva: A series of pleasant crescent islands with crystal-clear water shield a dreadfully dark sinkhole, potentially more than a hundred fathoms deep. No diver who has descended below the light level has ever returned. 3 - La Isleta Arenosa: A low island that vanishes during king tide, used as a meeting-place and marketplace by traders and the locals of nearby islands. Its beaches are shallow, warm, and inhabited by amiable tropical fish. 4 - Bellburn Reef: A distant collection of tall rocky towers with precarious wooden huts protruding from the sides, this area is visited rarely by traders. However, the guano of its gulls makes a valuable tradestuff, and locals are famed for their feats of athletic acrobatics, racing along the crumbling tops of the stacks as they head out into the sea. 5 - Teratawa Isle: A large island with a smouldering volcano. There are forests of out-of-place tree varieties, and it seems as though a flock of Wyverns circle the volcano's peak. Several tribes are known to populate the island, most of them neutral or friendly to outsiders. 6 - Vonmere Skerry: Once a fortified colony of the Free City, this port has become a pirate haven. It is famous for accepting travelers under any flag, and accepting any trade goods offered- if the price is right. It is home to a rough blend of sailors and traders, as well as practitioners of forbidden magics. 7 - Beaconmack Holm: An island famed for its unstable geography, even in the waters surrounding it, it is now topped by an arcane lighthouse to warn travellers. However, ships passing by in recent years have reported seeing its light flickering. 8. Vallant's Island: This lush island is home to a rich variety of bizarre monsters and terrains, as well as a small sheltered harbour claimed by an accentric and influential nobleman. He hosts hunting parties, although some who have enjoyed his hospitality tell that there is a misty plateau that even Vallant and his soldiers avoid at great cost. 9. Ma'Kai Tapihana: An island that the natives tell is haunted by demons, it has remained unsettled by colonists. Several expeditions have ventured onto its grey, rocky shores, but few survivors have returned, their faces aghast and their tongues stilled. 10. Enutanga Nopera: Fabled to have been the seat of power of the 'Queen of Blood' over eight hundred years ago, this island has sunk below the sea, although the stone monoliths and step pyramids that marked her vicious reign are visible at low tide. Enterprising divers sometimes chance swimming down to explore, and some have returned with carven stone idols or gems that have made them wealthy. Others, however, have vanished in the depths. Also posted on Game Masters Stash on 3 September 2021. Books hold a dangerous kind of power- that of education. However, some books are even more dangerous, and in a fantasy setting, this can be taken to an extreme. Imprisoned spirits, magical traps, forbidden spells, and more can await those who cross the blue velvet ropes of the great Library of Helvirae.
Here are a few grimoires of power that can be found in a magical library, and their powers: 1. Miadral's Comprehensive Tome on the Dangers of Labyrinths: This midnight-blue leatherbound tome has a curious criss-crossing maze pattern embossed in the cover, and the pages fold outwards in myriad directions, marked with incredibly dense maze patterns. Those who study it find that their minds make patterns of geometry in unusal things- the fall of leaves on the forest floor, the interesting paths of dogs as they cross a market. The knowledge eventually drives them to madness, and after studying it for a total of 12 hours or more, the target is subject to a Maze spell, with no limit on its duration. 2. Volume II of Fumeblight's Permutations on Mythical Chronomancy: This simple paper tome delves into the famed and feared wizard Fumeblight's experimentations with time-control magic and the 'grandfather paradox' which he attempted before his untimely vanishment. The spells contained within might be decrypted by an enterprising villain or wacky mage to kick off a time-travel based campaign. 3. Unfälle der Wesentlichkeit: A tome with a heavy grey leather and darkened steel edging, this tome has been misfiled due to its possession by a vile mage, and is actually a philosophical tome on the benefits of social supports to the most vulnerable in society. 4. Khufhraa's Spectacles of Famous Dark Arts: Written only a few years ago, this tome details some of the vilest and most horrid feats of dark magic ever performed. Although it does not contain the actual spell formulae, there are musings on how the spells might be re-created, including the Rain of Colourless Fire, the Dread Curse of Ravenloft, and Ozymandias' Great Deception. 5. Az'Gonoth's Imprisonment: Bound in warm red leather, this tome is the receptacle of the pit fiend Az'Gonoth, whose soul was shriven from his immortal form. Those who open the tome are subject to a Magic Jar effect (Charisma saving throw DC 21) to be possessed permanently by the Pit Fiend. 6. Triumphs of Abnormal Dreams: This simple folio is wrapped in a fold of shimmery unicorn-leather. Simply holding the tome in both hands confers a Charisma score of 18. Those who sleep after reading the tome experience dreams of tremendous empowerment, and can cast Creation on waking up. You must finish a long rest before you can use this ability again. Also posted on Game Masters Stash on 23 July 2021. I've been listening to a few podcasts and Youtube things on GMing skills recently, and one of the ideas that came up was beginning with a strong theme for your game, so your players could create characters that fit in and would develop with the story, as well as the story being able to accomodate the right kind of characters into it. Here are a few ideas I've had as I've started (lazily) planning my next campaign, with the idea that these might spark something off for you!
New Campaign Themes
You can roll a d20 to randomly generate one, roll a few and combine them, or pick and choose as you like- whatever works for you. The idea is to get common buy-in from your players so that the campaign itself isn't the surprise for them, and to keep you (well, me) on track with keeping the campaign around the same themes. Also posted on Game Masters Stash on 21 July 2021. Herbalists are an important part of both medieval economy and village life, and those who practice herbalism are medical specialists as well as gatherers of valuable resources. Herbs can produce an incredible number of effects in modern medicine, and when you add in magical effects, there's no limit to what effects you can use.
Here are six herbs you can use for your games: 1. Silk Fingers - A plant with soft, velvety purple fronds, a draught prepared from this herb makes the body more supple and flexible. Those who drink this draught have advantage on Acrobatics checks for an hour. 2. Sorrow's Seed - A lovely crimson flower that salts the soil around it, the stamens are crushed into a powder that makes a brilliant dye. When drunk in a tea, a spellcaster using the Arcane Recovery feature can regain one additional spell level, once per long rest. It stains teeth a dark red, and is used by the Wytch-clans as a social and functional ritual. 3. Kingspetal - A flower with delicate white petals, edged in shimmering gold. The roots can be boiled and mashed to a paste which aids in wound recovery. Administering this paste to someone who spends Hit Dice to recover during a short rest allows them to regain an additional 1d8 hit points. 4. Hazelmint - A bitterly-flavoured brown leaf, those who place this herb under their tongue have advantage on saving throws against imbibed poisons. 5. Whitepearl Mustard - A very rare herb that grows in places touched by magical energy, the seeds of this are pearlescent white and pea-sized. Combined with vinegar to make a pungent paste and used as a spread, this flavours meat and other foods with piquant and almost dangerously spicy taste. It increases blood flow, and those who eat healthily of the paste take an additional 1 point of damage from slashing weapons for the next 6 hours. 6. Mellowberry - A lavender-coloured berry which grows in clusters on a blade-leafed plant, these berries can calm and soothe those who are emotionally upset, as a Calm Emotions effect with saving throw DC 5. They are often eaten as a mild relaxant, and those who eat them often weep purple tears. Also posted on Game Masters Stash on 30 June 2021. The fabled 'Crescent Crawl' is a journey known to students, young nobles, and bravos of the Crescent City. Those who walk its path begin their drinks late in the afternoon, and those who even reach its end have rarely done so before the early hours of the morning. Although the crawl doesn't have to be done in the specific order, the tradition asks that those taking the pilgrimage partake of the house specialty in each of the taverns along the journey. The taverns, and their specialties, are as follows:
1. The Clean Pearl: This quiet, dignified tavern serves a cup of aged white wine, almost vinegar, with a very cheap pearl dissolved in it. This is said to soothe the stomach. 2. The Thick Drum: An Orc-themed bar with distressed furniture serves 'Oogakh', a rough red wine cut with beef juices. It is thoroughly awful, and no dignified Orc would be seen in the premises. 3. The Abstract Demon: Decorated with a magically-animated hanging sign, this tavern is close-by to the Mages' Academy and serves a cherry wine called The Devil's Kiss in a decorative pewter chalice and top, which smokes and must be drunk in one draught. 4. The Old Man of the Forest: This tavern features a halfling 'wild man' who capers about and terrorizes the patrons. Its specialty is a cup of syrupy maple liqueur, hard to gulp down. 5. The Folding Crane: This tavern is hung with paper room dividers and features small rock sculptures with running water. Its drink is a gooseberry liquor served in a tall vial. 6. The Old City: Popular with landholding nobles and law-clerks, this tavern's house specialty is a simple and foamy brown ale. 7. The Twin Locks: A tavern with buildings on both sides of a street, connected by a bridging balcony. The tavern's specialty is a red wine served with ice cubes. 8. The Ruthless Swan: Set beside the university green and famed for the aggressive birds which attack students, the Ruthless Swan's specialty is a trio of cheap and stomach-rotting liquor shots. 9. The Howling Devil: A rough tavern popular with mercenaries, drinking here usually involves trading punches with one of its muscular bouncers. Asking for the house specialty attracts derision from all of the tavern-goers, and is likely to result in a suprise blow to the back of the head. 10. The Froghemoth: An exotic tavern staffed by waiters wearing faux-Froghemoth headbands, the house specialty is a goopy green melon-flavoured wine that wriggles slightly in the throat. People sometimes go missing from this tavern without explanation. 11. The Bat's Whistle: A gothic haunt popular with warlocks and necromancers, this tavern serves absinthe-laced milk to newcomers. 12. The Yellow Library: An antiqued tavern which is decorated wall-to-wall with bookshelves and favoured by wizards. The specialty is a tall glass of white wine with a torn-off piece of spell scroll at the bottom of the glass. Also posted on Game Masters Stash on 24 June 2021. Next to the entry of the city markets is the marvellous and well-famed store The Cutting Edge, run by Master Johannes Vermeulen. This store boasts an armoury of well over a thousand knives, swords, and other weapons of excellent manufacture. Master Johannes is pleased to offer only the very finest and most balanced weapons, and prides himself on being able to assess a prospective client from their gait and bearing, and to offer them the perfect weapon for their needs within three guesses.
Here are some of the finest offers he has available, even before entering the curtained-off area where he stores magical weapons: 1. Thrashing Mace (45 gp): This light mace is made with a flexible wooden shaft, able to wobble and strike unpredictably. This mace has the Finesse quality. 2. Iron-banded Quarterstaff (25 gp): This tall staff is decorated with several iron rings nailed into its length. This quarterstaff allows the user to reroll any 1s rolled for damage, and gains the Heavy quality. 3. Great Flamberge (75p): This gigantic wavy-bladed sword, a favourite among highly-paid mercenaries, is a greatsword with the Reach quality. 4. Main-Gauche (25 gp): This dagger has a basket hilt, and is made for dueling. This dagger grants the user a +1 bonus to AC against melee attacks while wielded in conjunction with another melee weapon, and loses its Thrown quality. 5. Keen sabre (75gp): This curved and single-edged blade is made for striking cuts. It functions as a rapier that inflicts slashing instead of piercing damage. 6. Arming Sword (60gp): This slim, straight-bladed sword is considered acceptable for nobles and courtiers to bear in the presence of royalty, and is lavishly decorated. It functions as a short sword and is usually allowed even if the wearer should shed their weapons. Also posted on Game Masters Stash on 11 June 2021. Although Knights have a reputation as being bold and honourable folks, many are merely elevated thugs with pretensions of grandeur. Here are some sample knights your player characters could meet along the road or during their quests.
1 - Sir Wymark the Bruiser: A bear of a man with magnificently waxed mustaches, this knight loves taking part in tournaments and other demonstrations of knightly virtue. Although he won't try to kill anyone, he insists on a few passes in armoured combat before he'll allow anyone to pass. 2 - Lady Claramunda la Furiosa: An immaculately-dressed lady knight with a personally hand-embroidered surcoat, a devil with a sword, and a real fitness junkie. She is keen to prove her worth, and has been an unwavering champion of her people since first taking up the blade. She is an exemplar for all who follow her, winning at combat, drinking, and artwork alike. 3 - Ser Yon, Quickshanks: A graceful warrior who wears a jupon with fluttering sleeves, this knight never seems to stand still. He is introspective and curiously quiet, often staying silent until he feels his insight is needed. 4 - Sir Alain of the River: A young knight, fair of face and deeds. He is a friendly face who has become popular for his service, and laughs as he does battle. He is more likely to disengage and instruct in how to carry out a particular technique than to exploit an opponent's weakness. 5 - Sir Emme the Heartbreaker: A physically massive woman who carries a great steel-banded mace, this knight won her title by striking an opponent so hard that his breastbones shattered instantly. She is a brute who demands respect from any who cross her path, and is willing to work as a freelance for hire. 6 - Lady Branwynne, La Fantôme: A mysterious knight who enters tournaments dressed in black-enamelled armour, La Fantôme is the pseudonym of Lady Branwynne, a very proper and well-to-do young lady of a well-respected family. When she insisted upon doing battle, her parents indulged her, but made sure that she was well-trained and protected. She defends her true identity fiercely, and will respect the same request from any opponent she meets. Also posted on Game Masters Stash on 9 June 2021. When you go to a restaurant or roadside inn, they're not a McDonald's- each will cook food based on what's been available nearby, local palates, and might even have their own house specialty or specialty of the day. You can use this to bring out details of the local culture and your worldbuilding details (and if you like, you can link these to game mechanics to encourage people to go for them).
Here are some options if you'd like some different pre-generated specials of the day, and some related mechanics. These should all be covered under the 'comfortable' (2gp/day) living expenses or higher, and you can only gain the benefit of one dish at a time. 1: Egg and Pastry Soup. This hearty and rich soup comes with a hard-boiled egg and two small dense pastries floating in it. People who eat this soup regain an additional 3 hit points the next time they spend a Hit Die to regains hit points within the next 24 hours. 2: Sausage Noodles. This regional dish includes a heavily-peppered sausage sliced into thin discs, scattered through warm noodles and a side dish of runny cheese. This is said to bring you luck in love. People who eat sausage noodles have a +2 bonus on saving throws to resist Charm effects. 3: Flower Cakes. These beautiful honey cakes have a creamy icing, with delicate and tasty wild flowers pressed into the top. They store well if wrapped in waxed paper or cloth, and are great for energy on the go. People who eat flower cakes can regain a 1st-level spell slot, or an additional 1d6 hit points, the first time they take a short rest in the next day. 4: Stuffed Steak. This dish features a steak slit open down the middle and filled with a sweet rice paste before being wrapped in puffy pastry and baked. This is often eaten on holy or celebration days to bring health. People who eat a stuffed steak gain a +1 bonus on Constitution saving throws for the next day. 5: Sticky Ribs. Made with a distillation of the Gelatinous Cube stored in the basement for rubbish disposal, these meaty ribs have a sweet, slightly acid, light green sauce which tingles pleasantly on the tongue and acts as a 'health cleanse'. People who eat sticky ribs ignore the first 5 points of acid damage they would take in the next day. 6: Honey Apple Tart. This sweet dessert is made from a cored apple soaked in a honey mead marinade, and imbues them with an alcoholic sweetness before wrapping it in a crumb tart case. These are said to keep evil spirits away. People who eat a honey apple tart gain a +2 bonus on saving throws to avoid being Frightened in the next day. Also posted on Game Masters Stash on 1 June 2021. |
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